Wilson, C. and A. Grizzle). [e-Book] Alfabetización Mediática e Informacional Curriculum para profesores. Paris, Unesco, 2011. Texto completo Vivimos en un mundo dónde la calidad de la información que recibimos influye en gran manera sobre nuestras elecciones y acciones subsiguientes, incluyendo nuestra capacidad para disfrutar nuestras libertades fundamentales y habilidades para la auto-determinación y…
"Traditional colleges have been mostly on the sidelines for the early development of online microcredentials or badges -- the kind that aren't linked to conventional courses and the credit hour. Educational technology companies and other alternative providers have taken the lead in working with employers on these skills-based credentials.
A new prototype from a group of seven brand-name universities could change that."
The process of designing any sort of human experience, regardless of purpose or platform, is centered around reaching a desired outcome, ideally with as little fuss and as much joy as possible.
The purpose of an experience and the platform on which the experience takes place will vary: purchasing a plane ticket on a tablet to vacation, enjoying a musical performance in a theater, or learning to code in a classroom. Although each of these experiences require their own unique methods and frameworks, the elements that should be taken into consideration during the design process remain mostly the same.
As a learning experience designer, you should focus your time and attention during the strategy plane on identifying the gaps that exist between the learner and his/her desired outcome. Those gaps exist due to a lack of the following:
Knowledge: Do learners lack the proper information to complete a task?Skill: Do they have all of the right information but lack the ability to translate that knowledge into action that could be applied to a given situation?Confidence: Are they able to demonstrate or apply the skill, but do they hesitate or refuse to apply it?Motivation: Are they able to demonstrate or apply the skill confidently but just don’t want to do it?Access: Do they have all of the above but lack the proper tools or resources to complete a task?
Once you are able to properly identify the gaps that cause learners to struggle, you must design a solution that effectively addresses those gaps.
They aim to do this by combining an extreme form of "peer-to-peer learning" with project-based learning. Both are popular methods among education researchers, but they usually involve the supervision of a teacher.
They complete a project using resources freely available on the internet and by seeking help from their fellow students, who work alongside them in a large open-plan room full of computers. Another student will then be randomly assigned to mark their work.
EUA has launched the Trends 2015 report, which presents the universities’ perceptions of the changes that have taken place in European higher education over the past five years, particularly in relation to learning and teaching. Based on survey responses of 451 higher education institutions from 46 countries (48 higher education systems), the report outlines the changing context in which higher education institutions operate.
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